NEW NEW-ISH - New Starting Inventory Editor based on work from Chotokukyan. Basically this rewrites the routine that determines the player's starting inventory to use proper Item IDs, unique Quantity values for each, and ups the amount of items the Starting Inventory can contain to 24. Otherwise this is just a bugfix release.

STILL TECHNICALLY "NEW" - Status, Terrain, and Multiplier Workbook - Contains Status Coloration Rewrite, Terrain Data Editor, and Multiplier Editor, made possible with the help of Secondadvent, Choto, and FDC. Yeah. These are things now. With the Status Coloration Rewrite, you can freely modify the visual effect (sprite size and coloration) of up to 16 different statuses with this. Obviously this doesn't affect how the status will modify the gameplay end of things, but this will make a nice compliment to any ASM that modifies a status effect already, allowing you to change its visual to match. The Terrain Data Editor allows you to change the Movement Costs of various terrains, which statuses they inflict (or remove!), and which Ability is defined as that Terrain's Geomancy command for the Elemental command and Counter Flood Reaction Ability. It also lets you determine Movement speed for various Movement skills such as Fly, Teleport, etc. - so you can do things like make Teleport/Fly require 2 Move per tile to get across the battlefield. However, this only affects Move : 1 Tile cost ratio, secondary effects such as Teleport's, well, Teleporting, Swim's ability to act in Depth 2 water, etc. are all defined somewhere else and will require separate ASM hacks if you want to modify them further. The Multiplier Editor gives you free reign over Zodiac Compat, the various UPs in the game, Martial Arts, Protect, Shell, etc. with a X/128 system allowing nearly any value. They also all affect the Final Damage Output, meaning no superfluous rounding. Oil isn't in this update because the currently included Element Rewrite doesn't allow for adjusting its boosting value or affected Elements anywhere I can find that also allowed for the other, more important functions given here as well.

Other Updates: The Weapon XA Rewrite was updated with Choto's help! Abilities using 01 Weapon, 02 Weapon, etc. (basically everything except 03 WP*WP) can now input a Y value to boost that skill's damage by, following the same concept as the Charge skillset's boost, which gives for better damage scaling that the format used by Holy Sword, and allows you to more realistically emulate the Charge skillset with non-Charge skills. The WORLD_MAP_1.00 Workbook Xifanie made a long time ago has also been added to the Game Progression Workbook Compilation for my own convenience and for completion's sake - damn thing can be hard to find if you don't know where to look otherwise. It also now exports an XML like all my other Workbooks.

When you're done editing each Workbook set, go to the "XML" tab. Take the info there, and paste everything from there into a Notepad file. Then, save it as a .XML file and place it in the same folder as your favorite version of FFT OrgASM. These hacks should appear among the ones listed there, allowing you to quickly and painlessly apply them without even knowing what a Hex Editor is.

"Game Progression Workbook Compilation":- ATTACK.OUT Battle Event Conditionals Editor (Original Spreadsheet 100% by Xifanie, all I did was trim some code and make it output an XML file.)*- WORLD MAP 1.00 Editor (Original Spreadsheet 100% by Xifanie, all I did was make it outport to XML.)

- Weapon Battle Sprites and Palettes Editor: Use the graphics at the top of the spreadsheet to input which sprite you want in the Weapon Graphic Column. To find what the palettes of weapons and shwooshes look like, open WEP1.SPR and WEP2.SPR in ShiShi, respectively, and cycle through their 16 palettes.

- Chotokukyan's Rewritten Player Starting Inventory Editor: Changes the start-of-game inventory of the player (IE, Potions / Phoenix Downs / etc.) It can add any Item to the player's Inventory at the start of the game, for up to a total of 24 "beginning" Inventory items and a unique Quantity value for each.

- Unrestricted Equip X and Gender Equips ASM: Columns are Equip Functions and Male/Female. Rows are Gear Types. Use non-0 values to fill in the functions as you want them, same as the Store Inventory Editor.

- Weapon Formula ASM: This allows you to, using drop down windows, change the formula of any weapon type to any existing Weapon Formula in FFT. It also fixes various "Gun Glitches" and other related things. This does not allow you to change the formula of a weapon type to one that does not already exist - you'll need to go in and edit the hack yourself for that. See here (http://ffhacktics.com/wiki/Base_Weapon_XA_Rewrite) for details. However, it does include four new Formula - PA*(Brave/100)*Naked_PA, STAT1*STAT2, STAT1*CONST, and STAT1*STAT2/CONST*STAT3. It also modifies the rather bad original Vanilla Random Damage Formula to (PA/2...PA*3/2)*WP.

- Weapon Proc Rate ASM: Enter the desired Proc Rate for each weapon (in Hex) going down the Row, and if desired, enter a Gear Type/Item ID for an Item that can double Proc Rate.

- Critical Hit Rate ASM: Enter the desired Critical Rate for each weapon (in Hex) going down the Row, and if desired, enter a Gear Type/Item ID below the Output field for an Item that can double Proc Rate. Above the Row, enter the *divisor* for the Critical Hit Rate you want, in Hex. (It's defaulted at 100, so you really shouldn't need to touch it.)

"Job and Character Workbook Compilation":

- Generic Skillset Fix: This "Fix" causes Skillsets to copy the properties of other skillsets, for the purposes of things such as dodging the hardcoding of Throw/Jump/Etc. Just enter the Hex ID of the Skillset you want to mime in the Row, or FF if you want it to work normally. I mostly added this because I know some people have trouble using this hack without a guide for anything other than the defaults Xifanie set it to on her page, when it's really good for so much more.

- Pre-Raw Stat Editor: This allows you to edit several things. The first is Ramza's starting Gear, Gender, Brave/Faith, Level (which will affect Soldier Office recruitment level) PA, MA, SP, HP, MP, and variance in each. The second thing it'll allow you to edit is the base stats (HP/MP/SP/PA/MA) and variance for each the Male, Female, and Monster Genders. By "base stats" I mean the Level 1 stats of any unit of that Gender regardless of Job when equipped with no gear. This allows you control of the gap between Males and Females, allows you to add randomness to human stats or remove it from monster stats, etc. with ease pending needs. Now has a preview of the converted Raw Stats on the bottom half of the sheet, which can then be used to calculate growths over time with a program such as LvlSim (http://ffhacktics.com/smf/index.php?topic=6512.0). Also includes miscellaneous functions like setting the modified HP/MP raw stat divisor for ???-flagged units. Because this is a divisor, making it smaller will increase the HP/MP gain, and making it larger will decrease it.

- Job Defense Boost ASM: This allows you to give every Job without exception it's own innate Defense and Magic Defense damage reduction percent. The percent is set in the spreadsheet as XX/FF, and to make a skill become affected by either, you set the AI DEFUP and AI MDEFUP flags in FFTPatcher. The original spreadsheet work was by Pokeytax, hence why the layout is different from what my spreadsheets usually used. I fixed a number of bugs, added some instructions, and did some miscellaneous things to it though to make it work for OpenOffice users, and included it here for completion's sake with Pride's permission.

- UWEntries Editor Sheet by Glain: Allows you to edit which Jobs are associated with which WLDFACE/etc entries. Pretty simple, really. It's included here mostly because I added it to my personal copy of my workbooks that I keep as a base for ease of use, but if he doesn't want it included in my workbook set, I'll remove it. :v

"Game Progression Workbook Compilation":

- ATTACK.OUT Battle Event Conditionals Editor: A rather amazing spreadsheet originally made by Xifanie, allowing you to edit in-battle triggers for events. All I did was edit out unnecessary code to make editing easier and allow it to create an XML file for use with FFT OrgASM. For a Tutorial on how to actually use this spreadsheet, I made a handy one here (http://ffhacktics.com/smf/index.php?topic=6694.0).

- WORLD MAP 1.00 Editor: Another amazing spreadsheet originally made by Xifanie, allowing you to edit triggers, line draw commands, etc. for the World Map. All I've done to it is allow it to export to XML in the same manner used by all my other workbooks for use with FFT OrgASM.

- ATTACK.OUT Map, Music, Squad, Etc. Editor: Sets the Map/Music/Squad Formations/etc. loaded by the game for each corresponding event. Drop-down boxes make this incredibly easy to handle, unlike its GUI counterpart. Currently incomplete and missing default settings.

"Status and Multiplier Workbook Compilation"

- Status Coloration Rewrite: Allows you to edit which statuses apply which kinds of colorations to a target, such as Oil's gunking, Poison's green hue, etc. for up to 16 different status effects. It also allows you to make two status affects that modify the sprite size of thet afflicted unit, modifying its width and height independently in increments of 6.25%. Note that these are all visual effects, and you'll still need to use other ASMs/etc to actually modify how any status affects gameplay. Also includes an optional ASM to remove the "Stop" visual from Dark/Evil Looking.

- Terrain Data Editor: Allows you to edit the Move cost of various terrains and which status each terrain inflicts when you stop movement on it. It also allows you to control which Ability ID is tied to each piece of Terrain as its Geomancy/Counter Flood command. More details inside, but it's quite robust for what it is.

- Multiplier Editor: Allows you to edit most of the various ability multipliers in the game with a highly accurate X/128 system that applies to that skill's final damage, removing XA rounding. This includes all the UP skills, Two Hands, Martial Arts, Protect, Shell, Haste, Slow, and Zodiac Compatibility. Oil is still missing but will hopefully be included in a later update.

Anyone using these spreadsheets should download these updates to avoid errors. Please read below as to why.

I found the error in the Generic Skillset Fix. I was concatenating Cell F2222 onto the end instead of F222. Your problem there should be solved.

I also fixed a minor error in the Weapon Battle Sprites and Palette Editor sheet where Cell 144 instead of 145 was being concatenated, meaning your changes to the last 4ish Shields were being ignored.

That should fix all the errors with the sheets anyone's told me so far.

NEW:

All the pastebars have been removed. Instead, there's now a sheet at the back of the workbork merely labeled "XML." When you're finished editing all the sheets in the Workbook, move to the XML sheet, copy everything shown, and paste it into a Notepad. Then, Save As .XML and move it into the same folder as your favorite version of FFT OrgASM. The hacks should appear in the list of applicable hacks, higher up the higher up the XML file is in your folder. (FFT OrgASM reads the XML files top down from the folder, if you're having trouble finding particular hacks you've added to it.)

Repeat: Anyone using these spreadsheets should download these updates to avoid errors.

Now whenever my characters move to attack anything the game freaks out with a bunch of error codes which look exactly like the Skillset hack and my damage is mitigated quite heavily to where the most I can do with any skill or attack is 6 damage and the majority of my skills do no damage, but skills that take % amounts of HP still seems to function.

Did you set the Action Menus for the skillsets you're changing to <Default> in the Action Menus Tab of FFTPatcher? Did you remove all the hardcoded skills such as Horizontal Jump 3 from the skillsets? Did you make sure to reference Basic Skill (Skillset 05)? Did you make sure to apply this hack to a clean BATTLE.BIN? (Or at least, one you hadn't applied one of my errored versions of the hack to?)

Unless I'm pants-on-head retarded and can't properly configure an XML file with a fucking tutorial on how to do it sitting right in front of my face, everything on my end is correct. I just checked every tiny thing and it matches perfectly to what it should be.

Hmm, it seems that the SCUS may somehow have been the culprit, I replaced that and everything worked fine afterwards. Though it was strange, when I was using orgASM to put in the normal hacks (for non broke Battle.bins....) it wouldn't fully read the Generic Skillset Fix, instead it would display all of the skills as normal weapon attacks. Though when I patched that one hack alone it fully went through. But it seems that it works fine now.

I've not had the chance to test it in game yet as I'm doing another all-nighter and want to stay far away from PSX, but everything should line up flawlessly against Razele's notes. It is OrgASM compatible, as per my new standard, of course. If anyone encounters errors with it, report them and I can fix them rather quickly.

Secondary update: The Pre-Raw Stat Editor now has a Raw-Stat preview beneath it. Once you've entered your Pre-Raw Stats on the upper half, you can take your Raw Stats from the bottom half and use them in conjunction with a program like LvlSim (http://ffhacktics.com/smf/index.php?topic=6512.0) to see how your characters grow over time.

Next on my list is a Weapon Formula Editor Spreadsheet based on FDC's Weapon Formula Hack and updating my modified version of Xifanie's ATTACK.OUT Conditionals Editor Spreadsheet to have an XML output for easier patching.

Unless I'm remembering horribly, ATTACK.OUT via Editor, ATTACK.OUT Battle Event Conditionals Spreadsheet, and TEST.EVT are all ordered exactly the same. All ordered in a completely retarded manner that looks like someone just shuffled the events together with a card shuffler but uniformly ordered nonetheless. Unless you mean something else? Clarify what you mean and I can try to deliver.

Updated to fix an XML error in the Item and Shop Workbook Compilation and ensure every Sheet of every Workbook starts on cell A1 and that the next column is column B to ensure an error some people were getting with a few of the sheets is not on my end.

Good to see that you managed to the Proposition editor after all the grief you said it was giving you a couple of days ago. As I said then, I don't think I have much (immediate) use for it, but we'll see after I finish with my own Excel-based monstrosity later on today. (Ugh. Why have I been working this simple thing all week...?)

I know it's something people probably don't have use for much yet because Propositions are somewhat niche and until now there's been no way to edit them - but make the tools, and the ideas will come, so to speak. I'm sure at least Mercenaries can get some good use out of it, and I think Parted Ways can at least use it to control Gil Rewards better into its schema. I also need it personally for a similar reason.

UPDATES: "Item and Shop Workbook Compilation" has been updated with FDC's Weapon Formula Hack, the work of which can be found here (http://ffhacktics.com/smf/index.php?topic=7317.0). "Game Progression Workbook Compilation" has been updated with the ATTACK.OUT Battle Event Conditionals Editor Spreadsheet, originally made by Xifanie, with some modified defaults and the end XML page by myself to make editing with it easier. For those who want to know how to use it, check out my tutorial here (http://ffhacktics.com/smf/index.php?topic=6694). NOTES: I miss-documented the Random Damage formula. It's listed as Rdm(1...PA)*WP in the Spreadsheet when it should be Rdm((PA/2)...PA+(PA/2))*WP. This does not affect how the Spreadsheet actually works in any way, I just forgot formerdeathcorps changed the random damage formula when making his ASM.

You can only use the formulas present in the drop-down box itself, but you can apply them to any weapons you want. Just note that like I say in the OP, the Random Damage formula is mislabeled and has a couple issues.

Basically, think of the current form of this spreadsheet to be like all the OrgASM hacks that are "Longbow/etc becomes PA*WP", except all tossed into one convenient place that you can flip around with at your leisure.

It broke your OrgASM because you're still using an incredibly old version of the Spreadsheet where the .XML portion has a font error of all things. I released a fix for that ages ago. Download the most recent version of the spreadsheets and put your changes into that and they'll work fine.

Edit: it works with earlier version of OrgASM.Edit:HAHAA game now crashes, because of the crit rate thingy(anything that tries to hit automaticly just crashes the game, expect my revolver).Edit: same thing with my weapon procs, fun isn't it!Edit:Same thing with everything else expect equipment hack(doesn't work at all, but at least it doesn't make game crash).Edit: And now it works with latest version of OrgASM?????????????????????Edit: Tried Generic Skillset fix, now no matter what skill I put on jump skill set it will heaven thunder only and there is no choocing from a list, when you press jmp, it just gives AOE target.Edit: this seems to be case only with jump, perhaps it works like defend(skillset).

Yeah I tried doing that, but it ended doing nothing and when I was trying to find out what was the case, I reverted to old one just in case(in both ones it didn't work), but one offset doesn't explain how every other hack in there is broken too.(haven't tried the updated one yet.)

2. Included an Alpha for my ATTACK.OUT Map, Music, Squad, Etc. Editor. It works, however it is missing default settings and the ability to edit Forced Portraits/Removable Objects because I don't know where that data is located. It also can't edit PBF compositions, but only because when I try to paste the algorithm 767 times, it breaks for no goddamn reason and I'm fed up with it. This is mostly meant to just expedite work that would take forever using Xifanie's GUI Editor, such as changing large amounts of fields at once, since this has Copy/Paste and general Spreadsheet perks. Even if I got the PBF Editor situated, the GUI would still be better for that one role, but I still feel this was damn worth making. I don't know if/when I'll be adding defaults to it though, I wanted this to expedite my work on Vanilla Plus, but Lirmont did that for me in spades already, so I no longer need it and in turn have no motivation to set 500x12 default values. If someone else wants to, feel free, and I'll update it and give them credit for doing the work that'd make my brain want to kill itself twice.

3. I moved everything into a single .rar because the Game Progression Workbook is too big to be an attachment now. Doing so also massively shrunk it to a single 800kb download, so everyone wins.

3. I moved everything into a single .rar because the Game Progression Workbook is too big to be an attachment now. Doing so also massively shrunk it to a single 800kb download, so everyone wins.

It helps if you set the maximum number of colums and rows to something reasonable. I used to have problems with spreadsheets that would somehow grow to a few million cells, which would crash when I Ctrl + A and changed font size.

It helps if you set the maximum number of colums and rows to something reasonable. I used to have problems with spreadsheets that would somehow grow to a few million cells, which would crash when I Ctrl + A and changed font size.

The issue is that the ATTACK Editor I just made is actually about 3000x20. I could force-set the size but that won't change the fact it has about 30000+ cells worth of logic going on. It's not anything you should ever use CTRL+A on anyway, though, but the size issue is related to the Sheets in that workbook all having huge piles of logic to them that spans thousands upon thousands of cells.

I can look into force-setting max sizes on all the workbooks because none of them should be grown out of their bounds anyway but it won't be doing much of anything about this size issue I bet.

I had problems with spreadsheets that were 2 and 3 megabytes when they should have been 120 kilobytes, and I solved them by copying the data to new spreadsheets. No idea why that happened - the excessive cells theory is my favorite.

Looking at this, it's pretty keen and I'll probably fill in those defaults so it can get some use! Is it really functional, though? It looks like you're writing 28 bytes per entry when an ATTACK.OUT entry needs 48 bytes.

Looking at this, it's pretty keen and I'll probably fill in those defaults so it can get some use! Is it really functional, though? It looks like you're writing 28 bytes per entry when an ATTACK.OUT entry needs 48 bytes.

*MMMM and NNNN refer to the two question-marked fields on my editor. I'm still unsure of the second half of the LLxx Halfword means anything, though.

You're thinking they need 48 Bytes because the example in the Data Files uses two different ATTACK.OUT entries - Entry x0100 and Entry x0200 - in order to demonstrate all the different fields. I'm a dumbass though and forgot that the MMMM NNNN fields were what I knew them to be (they refer to the two Unknowns in the GUI, those are what I surmised them to be based on their use patterns) and totally fucked up the concatenation. I'm going to fix it and do what Pickle Girl Fanboy suggested then reupload the Workbook set.

You should be able to work on it fine before that though then just paste your work right in as long as you only do selected cells and not a Paste All since that'll undo the fix I need to do, though. The only thing messed up is the concatenation I do in some hidden cells underneath the data fields.

I reuploaded a fixed version of the Workbook bundle for you, Pokeytax. The sheet should now concatenate everything correctly.

I also updated what my hypotheses on the two Unknowns are, because I don't even know why I wrote what I did because I knew that was wrong over a year ago. If you actually do add defaults to this, maybe you'll get a better idea of what they're for, because my guesses are honestly just based on usage patterns. The Unknown I have labeled as "Battle/Cutscene?" I think might be the one that calls the PBF screen before the battle starts, as its only present for the Setup Event, but I've done no testing. The one I have as "Cutscene Counter?" I really have no clue what its for, because it just seems to increment by 1 on each of the game's cutscenes with few exceptions. I assume it has something to do with story progression but I honestly have no fuckin' clue.

If the story progression increment is indeed in this file, that'd be smashing. With that readily available I have just about everything you need to model event flow, without having to dig through events.

<?xml version="1.0" encoding="utf-8" ?><Patches><Patch name="Store Inventory Edits"><Location file="WORLD_WORLD_BIN" offset="AD844">#NAME?#NAME?</Location></Patch>Also, even after copying it into a XML file and putting in the same folder as FFTorgASM (it's the same one bundled with the latest FFTPather), no new codes show up in the selection list. What am I doing wrong?

EDIT: Never mind. I guess my version of Excel is outdated or something. I downloaded Open Office and it seems to be working fine (I haven't play-tested it yet, though).

<location file="WORLD_WORLD_BIN" offset="58E8C">0000</Location><location file="WORLD_WORLD_BIN" offset="58E98">0000</Location><location file="WORLD_WORLD_BIN" offset="58458">E803</Location>Those 3 location tags are not capitalized properly and that causes the hack to not show up in FFTorgASM.

Oh, and I think the curvy quotation marks are supposed to be straight ones on cells 48-51. They were also making the hack not show up in FFTorgASM.

New Spreadsheet Utility added - Status Coloration Rewrite, the end result of something I talked to Secondadvent about. Read OP for more info, instructions on how to use it are detailed inside the spreadsheet itself since there was space to do so.

I also added Glain's UWEntries workbook to my Jobs and Character Compilation Workbook because I'd added it there for personal use and didn't feel like taking it out. If Glain has a problem with this though, I'll remove it. :v

NEW - Status Coloration Rewrite! Yeah. This is a thing now. You can freely modify the visual effect (sprite size and coloration) of up to 16 different statuses with this. Obviously this doesn't affect how the status will modify the gameplay end of things, but this will make a nice compliment to any ASM that modifies a status effect already, allowing you to change its visual to match

That's something else entirely. Celdia knows how to do that, I think. I'll ask her to give me the info and toss it on a secondary spreadsheet sometime soon assuming it's not a complicated mess of derp.

Ah, sadly I don't know how to do that. At least not what I suspect LD is asking about. I just know how to change the visual effect of the previously existing bubbles which is just editing the graphical data in FRAME.BIN. I don't know how to make the Protect bubble show up for something like Wall status, though.

Also: Hooray! Status Coloration Rewrite! Been waiting a long time for this. ^_^

Big suprise: SecondAdvent has the information on how to do that since he's done a lot with certain graphics of the game, which he did give to me as well but I don't currently have it on me as its on my desktop. Someone catch him on IRC and see if he'll post it here for us =)

Well, I know how to change the displayed status names, but I haven't found the actual code/tables for the status bubbles (the ones with the symbols in them) that I remember. Just another thing I'll need to go through eventually.

Yeah get at me. I also think including instructions on all my new Spreadsheets directly will become A Thing, though I probably won't go to retroactively add them to ones I've previously done any time soon.

I'll take your Terrain Editor v1.0 and raise it a Terrain Editor v2.0.

This one allows you to edit the Tile Cost for things such as Teleport or Fly, give each Tile its own UNIQUE Status List, and the option to either inflict statuses or remove them. (So you can have, say, Snow tiles remove Haste if a Hasted unit ends their turn on it. You can also have Teleport and Fly require 2 Move per tile to move around. Etc.)

Heh, as soon as I saw the Status Coloration Rewrite yesterday, I was immediately tempted to bug you about the geomancy and terrain thing you had mentioned some months ago. However, I held off, partly due to looking up Mini's history--however unlikely it is for me to use it--on the FFWikia and partly due to being "excited" bout Dark/Evil Looking fix. Mostly because of sloth, though.

(I only just noticed its in the XML part now, having skipped over because it's a lot simpler than I expected.)

It would seem that this is one of the few times that my indolence paid off for the better, which seems...odd. However, it's done regardless, so that's one less thing I have to bug you about overall.

At present, I have just two minor questions; I have three, actually, but the third involves asking Celdia something first whenever I'm not feeling so lazy (read: at the end of the year):

1. For those of us (still) unfamiliar with the RGB coloration system (and more used to the everyday [Western] RBY primary coloration "system"), how would one generally go about creating a yellow coloration for status? I don't blame to use that particular coloration for any status myself, but given that I figure I need some yellow to generate an orange coloration...yeah. I figure it would also be good to generally know.

2. Can you explain what the mysterious "Sky" terrain is actually linked to? I can't remember ever encountering any panel in-game that actually used it, which is why I ask. At the same time, I also vaguely remember testing disabusing me of the notion that it's just the "terrain" the character "walks" on in Float(ing) status. I may be incorrect about one or both of those, though, given it's been far too long since I've been able to test anything myself....

Sky is its own Terrain type. I'm not sure which maps actually use it, if any, but it is its own tile type with its own uniquely associated Geomancy. Has nothing to do with the Float Status, I am fairly certain.

I can't answer your other question if only because I'm unfamiliar with the RGB Color System myself. You could always start with the settings used by Berserk and slowly tweak that till you get what you want, though.

In thinking about, I actually lied--how surprising--and have a fourth question: Even if one is not using the Elemental skill-set as the primary skill-set for whatever one's Geomancer's counterpart is, one should still make absolutely to keep the abilities that correspond to Geomancy & Counter Flood in the Elemental skill-set, correct?

For those of us (still) unfamiliar with the RGB coloration system (and more used to the everyday [Western] RBY primary coloration "system"), how would one generally go about creating a yellow coloration for status?[/b] I don't blame to use that particular coloration for any status myself, but given that I figure I need some yellow to generate an orange coloration...yeah. I figure it would also be good to generally know.

I can answer this one being a digital artist.

First off, RGB isn't a "western" system. It's a the system used for combining colors of light as opposed to pigment, aka the "additive color system". Pigment, on the other hand is the "subtractive color system". They're thus called because in the additive system you're adding together wavelengths of emitted light. The subtractive system, on the other hand combines pigments which subtract wavelengths of light from those that they reflect on their own. That why when you combine all three values of RGB you get white, but combining all three values of RYB you get black.

Anywho. R+G=Yellow. If R=255 and G=128 you get orange.FYI. R+B=Magenta. G+B=Cyan.

Sky is its own Terrain type. I'm not sure which maps actually use it, if any, but it is its own tile type with its own uniquely associated Geomancy. Has nothing to do with the Float Status, I am fairly certain.

Sky is used in one map (two?) If I recall right, it's the terrain type in the Gateway to Murond. I believe that the tiles underneath the entrance portal is called "Sky". Or it might be called "Nothingness". But if there is no Nothingness, Abyss, etc. Then that's where it is used.

(So basically it's used one of the maps you never fight on unless you're playing around with ARENA? Weird, though I can't say I'm surprised.

Although now I wonder why they bother making what's essentially another version of the "Darkness" panels. Perhaps they were intending to use "Sky" somewhere else....)

Sigh. I suspected as much. This means I'll have to find somewhere else to put Terrain Magick, though I still have to screw around with AI's access to skill sets as it is. That requires testing that I still can't do just yet, though....

Anyway, one last thing for now: After I make the changes I want to make, should I make a separate version? Or just "save" over the one that comes in the .rar? I figure that it shouldn't change anything until I plug it in somewhere somehow, but I just want to be sure considering how easily I tend to screw things up.

First off, RGB isn't a "western" system. It's a the system used for combining colors of light as opposed to pigment, aka the "additive color system". Pigment, on the other hand is the "subtractive color system". They're thus called because in the additive system you're adding together wavelengths of emitted light. The subtractive system, on the other hand combines pigments which subtract wavelengths of light from those that they reflect on their own. That why when you combine all three values of RGB you get white, but combining all three values of RYB you get black.

Anywho. R+G=Yellow. If R=255 and G=128 you get orange.FYI. R+B=Magenta. G+B=Cyan.

I was actually calling the RBY "system" "Western", not the RGB one. Even then, I was only calling it "Western" because I vaguely recall that not every culture uses the "red, blue and yellow are primary colors" schema that people in America and such do.

Still, uh, good to know.

I think I might actually use yellow for something now that I think about it....

Multiplier Editor - bundles some ASMs that snuck unannounced into FFT OrgASM .482 by FDC along with some custom ones by Choto and Secondadvent that allow you to modify almost every multiplier in the game by X/128 to the final damage, reducing rounding errors immensely. This is (I'm 99% sure) incompatible with Glain's ALL THE ELEMENTS ASM and FFMaster's Oil ASM, though. If Glain or someone else wants to work with me on adapting said ALL THE ELEMENTS ASM to have all the flexibility of the one included here (FDC's Element Fix 3.0) alongside the ability to edit Oil in the way FFMaster's hack allows, though...

WORLD_MAP_1.00 - Mostly for my own convenience, this fuck is impossible for me to find when I need it otherwise. Also because it fulfills my completionist's OCD and gives it more face time.

UPDATED SHEETS:

Terrain Editor - Small update, now includes a small area that allows you to adjust the Teleport Success Rate by tile.

Weapon XA Rewrite - big update with Choto's help. It now contains 4 custom formula instead of 2 (PA*(BR/100)*NakedPA, STAT1*STAT2, STAT1*CONST, and STAT1*STAT2/CONST*STAT3) as well as something a lot of people will enjoy - 01, 02, 06, and 07 now accept a +Y value when used on Abilities, in the same format the CHARGE skillset uses as according to the BMG. This means you can now more accurately replicate the Charge skillset formula-wise (the Holy Sword formula has a completely different and much harsher / more powerful scaling).

Being given a couple of hour to play around with this I have to say this is one of the most convenient tools I've used. So much is contained within and because it is a spreadsheet, more can be added. What really sells the Job Spreadsheet is the ability to input Pride's defense hacks from the start, as well as the pre-raw stat editor without any issues. But I am a little confused what UWEntries by Glain is though.

The Item worksheet contains many hacks placed into an easy to understand format that is so simple to understand and change accordingly. Needless to say this ease continues with the other tools as well.

So I attempted to use the Terrain editor workbook this morning, modifying nothing but the values in the Geomancy ID column. I applied the XML via FFTorgASM, went to go test my modified Counter Flood but couldn't start a battle. As soon as I hit start to confirm my formation the game would hang. I restored my BATTLE.BIN and SCUS files and instead just dumped the following data into SCUS:

and the new skills for Counter Flood worked fine, no hanging trying to start the battle. I've attached my modified workbook here if you want to look over it and see if something I did was the problem or if there is an issue with the workbook itself. I had downloaded the latest version of the workbooks before I got started on this.

I didn't apply anything out of that workbook there. Maybe something I was using from an earlier version caused a conflict but when I recovered my BATTLE and SCUS they would have been in exactly the same condition before I made JUST the SCUS changes, which worked fine. I used an older version of the Status and Multiplier workbook to make a single edit to the Wall status. Nothing else I've applied so far comes from one of Raven's workbooks. I'll attach that here too if you want to take a look.

K, I suspect something's conflicting then. If you can, try to backup your iso/Battlebin/Scus and try to make those same changes you made and see if the problem happens again. If so... or if you don't feel like doing that, send me your Battle.bin and Scus files PRE-workbook, and i'll see if there are hacks where we're trying to write to.

So with a little file trading and testing it looks like the conflict is with something exclusive to CCP. Other folks shouldn't have any trouble with this workbook and I can work around the issue since I don't need all of the functionality of it for my project.

Anyway, I should have asked this earlier, but, you know, "sloth" yadda yadda. All of these questions are related to the Multiplier Workbook:

1. First and foremost, can you generate any percentages aside from the ones in the sidebar? Say, for instance, if one wanted to generate 113%? 87%? Would one be able to do either of those? Or is one "stuck" with the percentages given in the side (which are otherwise more than enough)? [Speed UP EDIT: This shows how I'm inflicted with "Always: Slow" considering I just finally got the hex value thing that's explained at the top. I guess for this question to not be totally worthless, then I should ask how the hex thing rounds for these percentages. Is 113% 90h or 91h? Similarly, if 87% 6F or 70h?]

2. The most obvious one comes next: This workbook also isn't compatible with any of the hacks that separately affect any of the things in it, such as the four UPs, correct? Even if you're not using the workbook to affect that one particular thing or more? Say, for instance, that someone wanted to do something else with Float or Martial Arts than what it is currently available. Would there be any errors encountered using this workbook if those things are kept as their original values (in the workbook)? Or would it be apparently that their completely incompatible with other (current) Oil hacks seemingly "just because" (to anyone who didn't work on the workbook)? Or would it depend solely on where & how they're coded?

3. When it comes to that Compatibility Neutralizer, it's only talking about Zodiac compatibility and not elemental "compatibility" as well, right? Furthermore, if one does want to use it, then must it absolutely be an accessory? If it really must be an accessory, then are there any other restrictions to it? For instance, can it also take an Item Attribute besides 00? Can it take P-EV or M-EV?

4. Finally, has anyone tested what happens with the elemental absorbing if one sets it to a percentage other than 100%, specifically lower than 100%? I ask primarily because of the way that the other absorb abilities work with their basically total conversion, even if the hits points aren't actually there. As such, I'm just not sure how the game behaves losing HP seemingly into the ether. Well that and because I just realized you have to keep Resistance and Weakness as essentially inverses of each other if you want to keep from Absorb + Weakness abuse. (Although I'd rather just have Weakness override Absorption at present personally, which isn't an option here.)

Sorry for the blitz and I'm sure some of this utterly obvious. I just figure I might as well try to be thorough and get all out of the way now (before I forget).

1. It accepts any percentage that is XX / 80h. The ones on the sidebar are examples to help you more quickly figure out what the hex for the value you want is and give you a tooltip for finding commonly used values easily.

2. If someone leaves Float "Off", no code is written related to Float. If you write an ASM for something such as the various UP routines, it rewrites that entire section (obviously). If you have another ASM you want to use alongside them as well, such as Attack UP making your Attacks deal double to the Undead (random example), you'd need to make sure it is compatible with this rewrite as well. This hack isn't compatible with other Oil hacks because the Element Rewrite has its own Oil fix bundled.

3. Zodiac Compatibility only. It must be an Accessory at this current time. It can have any other values you want.

4. Absorb with a non-100% multiplies the amount of damage/healing the unit receives in the same way as Weak or Half does. All it means is that you can make Element Absorb, say, start at 50% Heal/Damage instead of 100% Heal/Damage to simulate all Absorb equipment also having Half bundled without actually bundling Half onto them - so that gear that actually Halves Elements will further Half it to 25%, etc. It's kind of simple really considering it works the exact same way as everything else...

(I'm going to assume that the "64h" is meant to be "80h" as it says in the worksheet since "80h" makes mathematical sense as I sluggishly figured out above.)

I see. I suspected as much, I just wanted to be certain. Although, to be honest, I don't know what you mean by "fix bundled".

As such, I just want to further clarify something:

Given that I indeed tend to tweak Float & Oil (in ways that I've seen no one even hint at also thinking of yet) and other status effects, then I should be fine with regards to the latter so long as I avoid whatever space of code this writes over, right? Or does this not specifically write over an "area" beyond that which is specifically affected unlike how the various coders ASMs can accidentally be in the same place?

I feel this is already answered by you saying "fix bundled", so please forgive my boundless ignorance for possibly asking such an obvious question twice.

...The portion of the spreadsheet that affects Elements automatically applies an Oil fix to make it function as intended in Vanilla. It is incompatible with other Oil fixes that already exist and if you attempt to use this spreadsheet to affect Elements, anything you attempt to do to Oil via ASM will need to be specially tailored to work alongside what's done here in some way.

For some reason, I was mentally taking "fix bundled" to mean a bunch of fixes, so I wasn't think of the singular "fix" to Oil. I guess I'm just used to being "auto-fixed" given the nature of the site. "Always: Slow", remember?

So, it's just me being an idiot as usual. Worry not. Thankfully, my change to Oil should be pretty much additive to the fix, so I hope it won't take to much to "work around". I'm getting way ahead of myself though given the little work I've done.

That said, you might want to update the front post to say that Oil isn't "still missing" in the Multiplier in that case. Unfortunately, I can't even use that as an excuse since I didn't consciously remember it. Thanks for the patience.

Oil is "still missing". You can't actually edit what Elements it affects or its multiplier value through the spreadsheet, because the hack this uses doesn't allow that by default and I don't know what it's doing well enough to try and find it for myself. It's just automatically fixed to be 2x Fire - Removed on Fire Hit. This is why I mentioned being willing to work with Glain or Choto or someone if they wanted to make a more robust version of this hack, since I merely used the one that allowed the most flexibility.

It... might? Some of these workbooks have errors I'll be updating in the coming weeks. As in, really stupid errors that make me wonder if anyone here actually edits this game sometimes because they will make your shit go derp.

I updated every Workbook I knew had errors and was within my power to fix. This also includes a rewrite to the entire Player Starting Inventory routine by Chotokukyan that I made use of in Journey of the Five that people should be able to enjoy.

(I still haven't fixed the Martial Arts thing because I forgot it was a problem, expect a subsequent update for that later, so you may want to avoid the Multipliers Editor for now.)

I have a few questions on how some things work. Sorry if I sound stupid for not understanding things right away.

1) I want Ramza to have Item available in the first battle. Do I use the Pre-Raw Stats Editor, the ENDT editor in FFTPatcher, or do I need something else altogether? If it is FFTPatcher, is it entry 188 like the rest of the starting group?

2) How does editing the Defense Boost ASM affect how Defense UP and Magic Defense UP work? Do they just stack?

3) Just for clarity, is the last malleable formula STAT1*(STAT2/CONST)*STAT3? Basically the same as PA*(Brave/100)*PA?

4) Didn't there used to be a sheet that let you select what items were available in stores? Why was it removed?

1) You cannot give Ramza a secondary skillset or any R/S/M when he's initially spawned and added to your roster, at least through any means I'm aware of, ENTD or otherwise. (This is why the Jot5 Ramza does not have Item equipped in the first battle despite the fact Cloud and Link do.)

2) I assume you're talking about the Job Defense Boost Workbook, which should just stack the way multiple % boosts/decrements normally do.

3) The math works the same, yes. However it's a separate formula option, so you can use both the PA*(Brave/100)*PA Formula for Fists if you wanted, then make a separate Formula here for a different weapon, such as recreating the Fell Swords from War of the Lions.

4) This functionality now works correctly in FFTPatcher as of version .482